Live game streaming market is expected to witness a CAGR of over 19% reaching near USD 1 billion by 2025

Oct, 14 2019 | Media & Entertainment


With its recently published study “Global Live Game Streaming Market – Drivers, Restraints, Opportunities, Trends, and Forecast up to 2025”, AMR Research estimates huge adoption of live game streaming especially in APAC region, mainly due to improving internet infrastructure and a growing number of domestic game streaming platforms. The global live game streaming market is expected to witness a CAGR of over 19% reaching near $1 billion by 2025

Rapid rise in Esports is a major factor driving the live game streaming market. Esports is a form of videogame competition event which is organized online or offline. Esports market is expected to cross $1 billion by the end of 2019 with major competitions occurring in games like Dota 2, Fortnite, and League of Legend. The popularity of Esports have increased during 2010s with a greater number of revenue streams arriving in the form of merchandising and corporate sponsorships apart from traditional revenue streams like broadcasting rights of the event and tickets to the event. Game streaming platforms including Twitch are the major broadcasting medium for Esports. Esports events including E LEAGUE Major, Genesis, Evo Japan, and WESG generate more viewers for video game streaming platforms. This trend is expected to continue during the forecast period 2019–2025, fueling the market growth at a CAGR of over 19%.

Major game genres that are being watched across all major streaming platforms are multiplayer online battle arena (MOBA) games and role-playing games (RPG). With Google announcing STADIA and Microsoft announcing xCloud as their major live game streaming services, the focus will be more on accommodating a greater number of MOBA and RPG games in their game list. Live game streaming market will experience similar scenarios that is happening to the media industry with Netflix. With every production company starting their own streaming services (eg. Disney+ by The Walt Disney Company), Netflix is forced to increase in-house contents to stop losing its customer base. Similarly, if game streaming service providers start their own platform services for watching games, current market leaders like Twitch will have to rely on in-house developed games and streaming services. Amazon has already started to work on its own game streaming services to counter Google and Microsoft.

Currently platforms such as Twitch by Amazon and YouTube Gaming by Alphabet have huge popularity in North America and Europe, while home-grown platforms like afreecaTV, Douyu, and Huya are more popular in the APAC region. Alphabet is trying to gain more share in the APAC market by focusing on mobile game streaming. Major gaming revenue in APAC is especially from Taiwan, South Korea, and China which is mainly from mobile gaming. In APAC, YouTube Gaming has become the most preferred option for mobile gamers and streamers, mainly for games like PUBG and Fortnite. YouTube has a huge popularity and is the largest streaming service globally (in terms of data traffic). Google’s brand identity has helped YouTube Gaming to gain more traction, especially in APAC where YouTube and its services are very popular.


“Currently the revenue generation for live game streaming vendors is limited to ads, subscriptions, donations, and badges. Number of revenue streams are expected to arise in the market including betting and totalizators” AMR Senior Research Analyst.

Key insights of the report include:

By Offering:
o Platform
o Service
o Hardware
By Solutions:
o App-based
o Web-based
By Revenue Model:
o Subscription-supported
o Ad-supported    

By Region

o North America
§ US
§ Canada
§ Mexico
o Europe
§ Germany
§ UK
§ France
§ China
§ Japan
§ South Korea
o RoW
• Industry outlook: Market trends, drivers, restraints, and opportunities

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